I recently landed a small scout on a carrier briefly--just long enough to refuel.
When it landed, the scout transferred to the carrier the single survivor (of my race) that the scout had been carrying.
Now (starting at the next construction cycle), I am getting the "Ship Overcrowded" message for the carrier.
The message says that the overcrowding on the carrier will increase the rate at which time passes for deployment purposes by 5.09x.
That seems rather a hefty penalty to be applied to an entirely undamaged ship with 136 crew for carrying a single extra person on board.
It is especially strange considering that I was getting no overcrowding message for the scout prior to the survivor transfer. (The scout design has 11 crew members.)
The carrier is carrying a 1kt missile station--a design that has just one crew member.
Perhaps the penalty calculation is using that parasite rather than the carrier itself?
I posted the above a couple weeks ago.
A similar issue arose today:
A single parasite, very damaged (components and armor) lands on a carrier, which is also damaged (components and armor).
As the carrier moves back to base, all damaged components on both ships get repaired, and the armor on the parasite starts getting repaired.
Both ships run out of MSP, and I start getting the "No Spare Parts" event ("{ship name} ({fleet name}) unable to carry out armour repair due to insufficient maintenance supplies").
I'm running 8-hour increments, and this event occurs every increment for three days (which spans several const cycles--mine are 86399 seconds).
Then I get an event that an engine on the carrier has suffered a maintenance failure and could not be repaired (because no MSP available).
Okay, that's not great but no big deal, we're almost home and the repair crews there are on standby. We can limp along with the two remaining engines.
Now the bug:Starting with the first const cycle after having an engine damaged, I start getting the Ship Overcrowded event for the carrier, with a 4.99x multiplier for deployment clock time passage.
Obviously a ship should not be considered overcrowded just because it has a damaged engine. The crew doesn't live in the engine room (usually; there are
exceptions).
Three things perhaps worth noting:
1) At no point did either ship suffer damage to a crew quarters component.
2) No survivors are onboard either ship. (Nor prisoners nor anything else.)
3) This is the same carrier design as in the prior report (but probably not the exact same ship). There is nothing unusual about the design--active sensor, armor, bridge, crew quarters, engines, eng spaces, fuel storage, hangar decks, maint storage, thermal sensor.